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    1. Kagi recently changed their dark mode, fix inside

      Since I know quite a few tilderinos use Kagi (far higher percentage than the standard population) I figured this might interest some of you. Kagi pushed out a new Dark theme that is not dark. It's...

      Since I know quite a few tilderinos use Kagi (far higher percentage than the standard population) I figured this might interest some of you.

      Kagi pushed out a new Dark theme that is not dark. It's possibly even worse than Googles non-dark official Dark mode.

      Here is a CSS fix you can throw in your custom css section in settings that I whipped up for some people in the Discord, should be useful.

          :root {  
        --custom-bg-color: #090c10;
      
        --search-result-gap: 20px;
        --search-result-gap-mobile: 10px;
        --app-bg: var(--custom-bg-color);
        --search-result-title: #fff;
        --primary-visited: #aaa;
        /*! --quick-search-bg: #000; */
        --color-search-input: var(--custom-bg-color);
        --result-item-title-border: rgba(255,255,255,0.25);
        --search-result-date-bg: rgba(255,255,255,0.15);
      }
      
      .__sri-time {
        font-size: 12px;
        border-radius: 2px;
        margin-right: 3px
      }
      
      .__sri-desc {
        padding-top: 3px;
      }
      
      .__sri-title {
        margin-bottom: 5px;
      }
      
      .__sri-url .__sri_url_path_box {
        margin-top: 0px;
      }
      
      @media screen and (max-width: 1300px) {
        .search-result, .sri-group {
          padding-top: 0px !important;
          padding-bottom: 0px !important;
          margin-bottom: var(--search-result-gap-mobile) !important;
        }
      }  
      

      This fixes the colors, padding, and some other general weirdness they introduced. They also don't follow their own variable specs so I introduced two new ones in there so you can modify to your liking (namely padding between links on mobile and desktop).

      26 votes
    2. "Dominion of Darkness" - free, narrative driven, RPG/strategy simulator of the Dark Overlord/Lady

      "Dominion of Darkness” is a strategy text game in which the player takes on the role of a Sauron-style Lord of Darkness with the goal of conquering the world. He will carry out his plans by making...

      "Dominion of Darkness” is a strategy text game in which the player takes on the role of a Sauron-style Lord of Darkness with the goal of conquering the world. He will carry out his plans by making various decisions. He will build his army and send it into battles, weave intrigues and deceptions, create secret spy networks and sectarian cults, recruit agents and commanders, corrupt representatives of Free Peoples and sow discord among them, collect magical artifacts and perform sinister plots. Note – one game takes about 1 hour, but the premise is that the game can be approached several times, each time making different decisions, getting different results and discovering something new.

      Game is avalaible for free, online: https://adeptus7.itch.io/dominion

      If you are hesitant to play the game, I invite you to watch/listen to the reviews:

      6 votes
    3. Show Tildes - Gametje

      Gametje Hi all been working on this project for a while in my spare time. I wanted to share it with this community to see what you all thought. What is it? It is a set of online games (currently...

      Gametje

      Hi all been working on this project for a while in my spare time. I wanted to share it with this community to see what you all thought.

      What is it?

      It is a set of online games (currently only 2) which can be played in person with a central screen (like a TV) or remotely via video chat with screen sharing. Essentially there is a host screen and then each player has their own player screen (laptop or phone etc). It is playable in 8 languages at the moment (feel free to request any others!) It also has an integrated ChatGPT player which can be turned on/off in game settings if you prefer to play without it. There are some game mechanics to identify a ChatGPT answer which can yield some funny reactions if you choose a human's answer! It has Chromecast support and works well on Amazon Fire sticks. Visually, it is still a little rough around the edges as frontend design isn't my forte but the core concept is there. I have been play testing it with friends but have not shared it publicly yet.

      Why is it called Gametje?

      I have been living in the Netherlands for some years and my original motivation for starting this project was to create a game that supported languages other than English. I wanted to incorporate something Dutch into the name. tje is one of the diminutive endings in Dutch. It is usually meant to soften a word or make it "smaller". So Gametje -> a little game.

      Where can I try it?

      https://gametje.com/

      You can either create an account (user/pass with email confirm) or try it out as a guest (navigate to either game, then choose continue as guest). Currently it is free to host a game. Happy to hear any feedback (both good and bad). Hopefully the host provider I am using to run the game will hold up.

      Thanks!

      17 votes
    4. Introducing Surfboard for Tildes

      Hello, Tildes Allow me to introduce myself. I came over to Tildes fairly recently after Twitterriffic died and Apollo announced it would shut down. As a relative youngster, I tend to mostly browse...

      Hello, Tildes

      Allow me to introduce myself.

      I came over to Tildes fairly recently after Twitterriffic died and Apollo announced it would shut down.

      As a relative youngster, I tend to mostly browse on mobile.

      While I do appreciate Tildes' philosophy of having a simple website that works well on desktop and mobile, I've always preferred mobile apps. I'm a strong believer that a well-built native application will always provide a richer experience than a website.

      But enough talking.. showing is way more fun - here's a lil' something I've been messing around with:

      Introducing Surfboard for Tildes

      The goal is simple: to be the best way to interact with Tildes on mobile.


      Features

      Surfboard is still extremely early, and is missing many features.

      With that said, here is what it currently supports:

      • Login to Tildes (supports 2FA)
      • Browse topics
      • Filters & sorting
      • Browse comments
      • Advanced rendering is still in early stages..
      • Supports comment collapsing behavior from the web version
      • Reply/vote/bookmark/ignore on topics, comments, & notifications (requires login)
      • Search topics
      • Global search
      • Search within groups
      • Option for in-line images
      • Clean browsing interface
      • In-line markdown preview when composing replies
      • Share topics & comments
      • Notifications
      • View read & unread notifications
      • Reply, vote, bookmark, mark as read...
      • Customizable
      • Toggle settings, set custom gesture actions, etc.
      • Free, as in beer

      The design draws some inspiration from Apollo for Reddit, an app that I loved & am very sad will be discontinued.


      Try it yourself

      I would love to get some feedback from other Tildes users on the app. If you are interested in trying it for yourself, you can get it here via TestFlight

      Surfboard is built for iPhone, and requires iOS 16.0 or higher.

      Inside the app is a 'roadmap' of sorts which is basically a list of things I know are missing, but if there's something you want that isn't listed there, I'm all ears.

      Formatting is a little rough at the moment, although I made enormous improvements on the parsing & rendering there over the last day.

      It should support just about anything you throw at it other than a <details>

      (I'll get around to them, I swear..)

      If you run into issues viewing a post/comment, you can easily open them in an in-app safari window from the menu.


      As mentioned above, it's very early, but it's already becoming my favorite way to browse Tildes. I hope that others will enjoy it as well. Consider it my gift to the Tildes community.

      Cheers !


      Edit:

      The best way to submit feature requests & bug reports is to add it to the issue tracker and/or leave a comment on this thread and I’ll get around to adding it myself.

      Thanks !

      278 votes
    5. 63 - A digital version of the classic "Celebrity" party game

      Hello Tildes, I wanted to share with you a project that I have been working on for quite some time and have finally released. 63 is a modern version of the classic public domain party game known...

      Hello Tildes, I wanted to share with you a project that I have been working on for quite some time and have finally released.

      63 is a modern version of the classic public domain party game known by many names, but listed on wikipedia as Celebrity. (Some people might know it as Hat Game, Fishbowl or by some of its commercial versions such as Time's Up or Monikers)

      The game works exactly like all these other games except you only need your phone to play it, no pen and paper or decks of cards required. The game is pass-and-play so only one phone is needed for a any size group.

      For this initial release, the english version of the game only has 2 packs of cards available to choose from (General and Celebrities) but my goal is to add more packs and create a platform where anyone can create and share their own packs of cards.

      You can download the game now on Android or on iOS.

      For those not familiar with the rules I'll leave a brief explanation below but inside the game there's a more comprehensive rule section and tutorial.

      GAME RULES:

      A random deck of cards is generated for each game based on the packs chosen. Each card represents a concept and the objective of the game is for teams to guess as many cards as possible.

      Two teams take it in turns to guess cards. Each turn is 63 seconds long and the player from the active team holds the phone and gives clues to their teammates.

      There are three rounds, each with different rules for giving clues:

      ROUND 1 - Forbidden words
      You can’t use words from the card’s title

      ROUND 2 - Only one word!
      You can't make sounds or gestures nor use any word in the card title

      ROUND 3 - Charades!
      Words are forbidden, only gestures and sounds are allowed

      At the end of the three rounds the team with the most points wins!

      This is one of the first places I've shared the project in, especially for a global audience (since the game is also fully in portuguese), so any feedback would be greatly appreciated.
      Hope you enjoy 63!

      6 votes
    6. T minus Zero, or releasing a game on Steam

      Well, a few minutes ago I finally pushed the button, the game is released. So I wanted to write a short write up of some things that I had to do to release the game. I won't really talk about...

      Well, a few minutes ago I finally pushed the button, the game is released. So I wanted to write a short write up of some things that I had to do to release the game. I won't really talk about making the game itself too much, more about the part of actually releasing the game, if you are interested in more of that you can see my posts from Timasomo (1, 2, 3, 4, showcase).

      Steam

      I have already created many games in the past, I've been making games for more than 5 years, but always as a hobbyist. So I never experienced releasing a game on a platform like Steam. I have to say working with Steam and Steamworks is very pleasant and streamlined, but it is still much more complex than for example releasing a game on itch.io, which is what I did before for all my other games. I'll try to summarize how the process looks like.

      First, before you can even get on Steam, you have to register, fill out a ton of paperwork, wait some time for it to be manually approved. Afterwards, you have to pay the 100 dollars for Steam Direct. At this point you finally get a Steam app id, which you can use to start integrating Steam features into your game. For example, having achievements, Steam cloud integration (so the saves get synced between devices), leaderboards and potentially more, especially if you are making a multiplayer game. To make my game I am using Godot, and I found a C# library called Facepunch.Steamworks which made this all quite easy, I'd definitely recommend it if you are using Unity or Godot with C# and want to release your game on Steam.

      Before releasing a game on Steam you also have to finish everything on a gigantic checklist, including things like: uploading 10 various header, capsule and other images which are used on the store page and Steam library. An icon for the game. What are the minimum requirements required to run the game, whether the game has adult content, whether it supports controllers, how much the game will cost, screenshots, a trailer, there are just so many things to do! And when you complete parts of this checklist you have to have your game go through manual reviews. Each review could take about 3 days to get done. I failed one review first so I had to resubmit it too and wait again. Let me tell you, if you plan to release a game on Steam, reserve at least a month to do it, and start going through the reviews as soon as possible -- actually I think there even is a minimum of a month before you can release the game from the day you get an app id.

      Trailer

      Creating a good trailer is super hard. I am not a video creator/editor at all, but luckily I at least own a solid program for creating videos -- Vegas 14 pro, that I got for super cheap in some Humble bundle about 8 or something years ago, so I at least had a good start there. I ended up with not that complex of a project and Vegas still kept crashing when rendering, so I am not sure if I'd recommend it though.

      The hardest thing for a trailer is deciding what to put in it for me. I know that a trailer should be super short, should showcase how the gameplay looks, what are the features and so on, but when I got to actually making it, it was still super hard to decide what to put there. How do I even start? I watched a ton of other indie game trailers to get some inspiration and that also didn't help that much. There are some trailers which are really just gameplay, some trailers which are actually just incredible with editing I could never do as a pleb... So I started with something that I know a bit more. I created a very short music track, and decided that I will just edit the trailer to fit the music.

      The music track basically splits the trailer into 4/5 very short sections:

      • Basic gameplay, how the game looks when you start playing it
      • Explaining the roguelite part of the game, selecting spells and items
      • More complex gameplay, how some combinations of spells and items can look later in a run
      • List of features
      • Special bonus ending section showing a "Legendary" spell, which should show how insane spells can get, followed by the logo of the game

      I think the trailer ended up being not too bad, but I still had some feedback that it isn't flashy enough. And it's true, but I am not really sure how to improve it easily. When watching the Vampire Survivors trailer for example I can see that they did a much better job: it's so much more dynamic, the music really pumps you up, it's overall better edited, it has cool transitions, camera movement and so on.

      End

      Releasing a game on Steam was a great experience. I learned so much! I basically made this game over weekends and evenings, since I also have a job. To try maintain my productivity I tried to do at least some work on the game every single day. I have to say that towards the end I started losing some steam (haha), some days scrambling to do at least something late in the evening before I went to sleep. But, if at least someone plays the game I think I want to keep updating it more, I still do really like the game!

      Thanks for reading! Feel free to ask me anything about the game, or the game dev process, or about anything basically haha.

      Here's the Steam store page, the game costs 5 dollars, I'd love it if you checked it out. If you want to play the game but can't afford it PM me and I'll send you a key for the game (at least once I get the keys I requested -- did you know that Steam has to approve the creation of keys manually? Edit: the keys are now ready)
      https://store.steampowered.com/app/2682910/The_Spellswapper/

      45 votes
    7. A creative journey in creating a board game

      My buddy and I grew up in the 80's and 90's together in a mostly analog world, so we spent a bunch of time outside on bikes and getting dirty. We played board games a lot with each other and our...

      My buddy and I grew up in the 80's and 90's together in a mostly analog world, so we spent a bunch of time outside on bikes and getting dirty. We played board games a lot with each other and our family, but as the turn of the century hit we were more engrossed in technology.

      We both ended up in careers around creative design and technology, but still have that nostalgia from our past. We have been hanging out this past year and started streaming on Twitch so we can put our skills to use in a fun hobby.

      Since January we had the idea to see how far we could push AI to help us create a board game! It's been a fun time starting from nothing and producing something. While the AI craze and controversy are out there. We realized that going all AI to make a fun game wasn't going to work. We've been using it as a tool but adding a lot of ourselves to it.

      We hope to give a free downloadable and 3d printable version out. We are excited to get where we are and have an actual fun game. We figured we'd share our progress of the game. Frostbite: The Curse of Doctor Frost

      Does anybody know of communities that would be into downloading, printing, and playing board games?

      8 votes